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To extract the layout model of the map, you will need a hex editor. First of all... open up your hex editor, go to File > New, then File > Open and open the map file that you want to extract the layout model of the map from. Then after that... select the bytes from where it says "BMD0" in the text view all the way down to the byte next to where it says "BDHC". But if it doesn't have "BDHC" anywhere in the map file, keep a lookout for any text that has some Euro cent signs on it, if you see it... look for the "20 00 20" bytes in the hexadecimal area, as they indicate the header for the next area. After you've done that... copy and paste it onto the new blank file you made earlier.

I hope that helps, I'm sure it will help you with any future model extracting from ROMs.

Thanks! But Spiky already helped me out, it turned out HGSS maps exported by the program were bugged, and it would be fixed in the new release. But I'm sure this'll be useful if I ever try out BW/B2W2 (or any other game for that matter) maps, or to anyone else who wants to

Thanks! But Spiky already helped me out, it turned out HGSS maps exported by the program were bugged, and it would be fixed in the new release. But I'm sure this'll be useful if I ever try out BW/B2W2 (or any other game for that matter) maps, or to anyone else who wants to

Well, I've only just started, so umm...I can't really say how well it's going, but I know for sure this and PPRE are going to be my main tools. I'll leave a R/S/E remake to someone with more experience.

Well, I've only just started, so umm...I can't really say how well it's going, but I know for sure this and PPRE are going to be my main tools. I'll leave a R/S/E remake to someone with more experience.

Oh, yay! Another new version! I'm gonna start using it right away and start testing it out on HeartGold and SoulSilver.

Btw, I have been using the 3dvia screenshot method on NSBMD and opening it up in 3ds Max, for the B/W and B2/W2 maps. But the problem is... the textures are so small... that you have to go through the effort of resizing the materials in 3ds Max.

Just wondering... is there any way to doing it so that the materials remain at the same size on the polygons?

__________________

[Platinum Lucario's Signature]

Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm gradually learning to use Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!

Oh, yay! Another new version! I'm gonna start using it right away and start testing it out on HeartGold and SoulSilver.

Btw, I have been using the 3dvia screenshot method on NSBMD and opening it up in 3ds Max, for the B/W and B2/W2 maps. But the problem is... the textures are so small... that you have to go through the effort of resizing the materials in 3ds Max.

Just wondering... is there any way to doing it so that the materials remain at the same size on the polygons?

Well, I have taken the map thing one step further and now you can export map models with textures (it asks you for the tileset to use). The only reliable method I know for keeping textures in MKDS Course Modifier, but I'm not entirely sure if the current version has NSBMD to OBJ enabled yet. Models converted with that tool keep their textures if imported into Sketchup or Blender, for instance.

Well, I have taken the map thing one step further and now you can export map models with textures (it asks you for the tileset to use). The only reliable method I know for keeping textures in MKDS Course Modifier, but I'm not entirely sure if the current version has NSBMD to OBJ enabled yet. Models converted with that tool keep their textures if imported into Sketchup or Blender, for instance.

Well, I just checked MKDS Course Editor and it seems the NSBMD to OBJ is still disabled. Maybe you could provide an open source code for the tool, so that future developers could actually create a converter for NSBMD to OBJ, or OBJ to NSBMD. 'Cause it would indeed help.

__________________

[Platinum Lucario's Signature]

Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm gradually learning to use Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!

I think, if memory serves, the version that can convert NSBMD to OBJ is beta. But if you ask the author of the program if he can release a standalone converter, that'd be rather useful. And tell him to get rid of that annoying box it places under the model.

I'm currently testing map conversion, but for reasons, the map, when loaded, crashes the game. I'm trying to find out why.

I think, if memory serves, the version that can convert NSBMD to OBJ is beta. But if you ask the author of the program if he can release a standalone converter, that'd be rather useful. And tell him to get rid of that annoying box it places under the model.

I'm currently testing map conversion, but for reasons, the map, when loaded, crashes the game. I'm trying to find out why.

Where it says "3D Model", click "Export with Textures" to save the map as .nsbmd, after that... convert the file into an .obj file with MKDS Course Modifier. Even if it's made for Mario Kart DS, it works for any Nitro System Build Models (.nsbmd, .bmd0). I've just converted Nuvema Town into an .obj using that tool.

Once you've converted the map, open it with Autodesk 3ds Max 8, after editing the map, save it as an .imd file using the Nitro Plugin for 3ds Max (which you can search for it on Google), which you can then open up with NNS 3D Material Editor (again, you'll have to search for it on Google), and there's a tool to convert the file into .nsbmd.

__________________

[Platinum Lucario's Signature]

Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm gradually learning to use Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!

Where it says "3D Model", click "Export with Textures" to save the map as .nsbmd, after that... convert the file into an .obj file with MKDS Course Modifier. Even if it's made for Mario Kart DS, it works for any Nitro System Build Models (.nsbmd, .bmd0). I've just converted Nuvema Town into an .obj using that tool.

Once you've converted the map, open it with Autodesk 3ds Max 8, after editing the map, save it as an .imd file using the Nitro Plugin for 3ds Max (which you can search for it on Google), which you can then open up with NNS 3D Material Editor (again, you'll have to search for it on Google), and there's a tool to convert the file into .nsbmd.

Well there is other programs such as Blender (an open source 3D editor) and Trimble Sketchup, which are free. But I'm currently using 3ds Max, and no I haven't payed for it incase you're wondering... I aren't rich. lol

But if you're downloading 3ds Max, make sure it's 3ds Max 8 with a keygen, not any newer version... 'cause the plugins won't work on newer versions.

__________________

[Platinum Lucario's Signature]

Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm gradually learning to use Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!

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